This contains patches for spell mods to keep consistency in how Sun Magic Overhaul changes sun-related magic allowing it to work against all entities instead of just undead.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credits to QoolaidGaming for making Sun Magic Overhaul. Credits to EnaiSiaion for making Ordinator - Perks of Skyrim. Credits to steelfeathers for making Lost Grimoire. Credits to Madcat221 for making Dawnguard Arsenal. Credits to steelfeathers for making Path of Sorcery - Magic Perk Overhaul. Credits to ProbablyManuel for making Requiem - The Roleplaying Overhaul.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version v1.01
Fixed master requirements for the Ordinator patch. I forgot to clean the unused masters after I was done testing.
Version 1.06
Due to a change in my mod, Ray, Prism, and Shining Wave no longer only damage undead, therefore their records have been removed from this mod.
Version 1.05
Fixed the conditions and keywords on the new sun and light spells that were added in the most recent version of Expanded Spells of Skyrim.
Version 1.04
Ordinator's Recovery Perk data is now correctly carried over instead of being reverted back to vanilla.
Version 1.03
Corrected the description consistency of the sun-based spells. I kind of made it sound like it makes undead take 50% damage from all sources after hitting them with the sun spells and that's not the case. They take 50% extra damage from the sun spells themselves.
Version 1.02
Forwarded Sun Fire and Vampire's Bane changes from Sun Magic Overhaul into my mod as overrides, just in case.
Forgot to add Stendarr's Aura, which now follows Sun Magic Overhaul's logic.
Version 1.0
Release
This started as a personal mod since I loved the idea behind Sun Magic Overhaul's logic which made it so sun spells affected all entities while giving bonus damage to undead. I wanted to keep the consistency of its changes for other mods that added sun-related spells. So, if you end up downloading my mod, please endorse Sun Magic Overhaul!
Patches Made:
Ordinator - Perks of Skyrim - This mod adds three sun-based spells obtained through the restoration perk tree (Sunblast, Stellar Core, and Holy Hands).
Dawnguard Arsenal - This mod adds four sun-based spells (Sun Ray, Meridian Rune, Holy Ground, and Gaze of Arkay).
Expanded Spells of Skyrim - This mod adds four sun-based spells (Sun Burn, Sun Blare, Sun Burst, and Daybreak)
Lost Grimoire - This mod adds one sun-based spell (Ray of Light).
Path of Sorcery - This mod affects the original sun spells in various ways so an override is needed to carry over it and Sun Magic Overhaul's changes.
Requiem - The Roleplaying Overhaul - This mod affects the original sun spells and the Recovery perk in various ways so an override is needed to carry over it and Sun Magic Overhaul's changes.
Requirements: All files require Sun Magic Overhaul and the respective mod they're patching.
Compatibility: Because Sun Magic Overhaul edits both ranks of the Recovery perk in the restoration skill tree, it will conflict with any mods that touch those series of perks. Because of this, load Sun Magic Overhaul BEFORE perk overhauls and my patch(es) AFTER perk overhauls.
Installation: Just drop it into your load order and activate it. If you have a bashed patch/smashed patch, rerun it.
Uninstallation: Just simply remove it from your load order and rerun your bashed patch/smashed patch if applicable. Generally, it's a bad practice to remove a mod from an ongoing save, so I can't guarantee your save won't react poorly, but this mod has no scripts, so theoretically everything should be okay.
Even though this is a personal mod and mostly comes as-is excluding whatever fixes I do, feel free to suggest additional mods for me to possibly support. If you're looking to expand support yourself, you're free to. Preferably, I'd ask you to let me upload them on this page so we can keep all the patches together to form a hub-like area which would be more than convenient for everyone. Credits will be given to where it's due in that case.